The Hunter

All characters created for a game of Horizon Zero Dragons are hunters, the features of which are described below.

The Hunter

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Abilities

Assign the following array of modifiers between your Might, Finesse, Acumen, and Spirit abilities: +2, +1, +0, and -1.

After assigning the array, you may increase one ability of your choice by +1. The tribe you choose provides suggestions for which abilities you might choose if you want to play a character who shares some of the more common characteristics demonstrated by members of your tribe. However, no tribe is a monoculture, and you should consider these suggestions entirely optional.

Next, assign each ability a grade. Once again, you have an array which you can assign, one per ability modifier: A, B, C, and D.

Hit Points

Hit Points at 1st Level: Your starting hit points are equal to a natural 20 roll on a stamina check. Compare your Might modifier to the table below.

Might Mod Hit Points
-1 or +0 11
+1 or +2 12
+3 13

Hit Points at Higher Levels: Roll a stamina check (d20 + your Might modifier + your proficiency bonus), or take the passive check result (10 + your Might modifier + your proficiency bonus).

Proficiencies

Equipment

Outfits: You are proficient with all light, medium, and heavy outfits.
Weapons: You are proficient with all weapons except those which have the exotic property.
Tools: You are proficient with the herbalism kit, woodcarver's kit, and one other tool of your choice.

Saving Throws

You are proficient in one saving throw chosen from between Might and Finesse, and one saving throw chosen from between Acumen and Spirit.

Skills

You are proficient in Survival and three other skills of your choice.

Equipment

You start with the following equipment, as well as additional equipment determined by your your choice of tribe:

  • A spear, a hunter bow, and a quiver of 20 hunter arrows.
  • One tool of your choice.
  • A light outfit appropriate to your tribe with a value of 50 shards or less.
  • (a) An explorer's pack or (b) a dungeoneer's pack.
  • A pouch containing 12 (5d4) metal shards.

Prestiges

Some hunters may ultimately gain access to special class features by achieving some kind of requirement. This is known as acquiring a prestige. If you acquire one or more prestige you are still a hunter, and when you level you gain levels in this class as normal. However, your prestiges grant access to alternative features which you may select in place of certain hunter features. Most often, prestige features can be selected instead of a hunter's prowess. Available prestiges include the focused hunter, the lodge hunter, and the machine master.

Level Proficiency Bonus Features
1 +2 Tribe, Hunter's Prowess, Machine Hunter, Survivalist
2 +2 Action Surge
3 +2 Hunter's Prowess
4 +2 Ability Score Increase
5 +3 Extra Attack
6 +3 Tribal Technique
7 +3 Hunter's Prowess
8 +3 Ability Score Increase
9 +4 Hunter's Prowess
10 +4 Tribal Technique
11 +4 Extra Attack (2)
12 +4 Ability Score Increase
13 +5 Hunter's Prowess
14 +5 Tribal Technique
15 +5 Hunter's Prowess
16 +5 Ability Score Increase
17 +6 Hunter's Prowess
18 +6 Tribal Technique
19 +6 Ability Score Increase
20 +6 Hunter's Excellence

Class Features

Tribe

Beginning at 1st level, you choose the tribe into which you were born.

Banuk

As a Banuk, you gain the following benefits:

Ability Increase Suggestions. Against the odds, the Banuk survive and thrive in the frozen North. You might choose to spend your +1 ability increase on either Might or Spirit.

Born of Winter. You're adapted to extreme cold of the North. You have advantage on Might saving throws you make to resist extreme cold, and you reduce any instance of
freeze damage you take by 3.

Of the Werak. You're a member of a banuk werak. They will always do their best to provide you shelter, sustenance, and reasonable aid, unless you have shown yourself to be a danger to them. Banuk warriors may risk their lives for you. You are expected to return such kindnesses to other members of the werak. Failure to do so may result in a loss of reputation and continued failure to do so may result in you being exiled from the werak (at which time you lose this feature until you can join another werak). Members of other weraks show you the respect owed to another warrior, but aren't obligated to offer you help.

Carja

As a Carja, you gain the following benefits:

Ability Increase Suggestions. The Carja have advanced academics and art, but they also produce some of the world's most daring hunters. You might choose to spend your +1 ability increase on either Acumen or Finesse.

Child of the Sun. You're used to the high temperatures of Carja lands. You have advantage on Might saving throws you make to resist heat, and you reduce any instance of fire damage you take by 3.

Burning Sun, Buried Shadow. Choose whether you are a Sun Carja or a member of the splinter faction known as Shadow Carja. Confer with your group and GM before choosing Shadow Carja. In most games, particularly those set during the same time period as the video game, Shadow Carja (or at least their leadership) are hostile to other factions. Depending on the themes and scope of your game this may make playing one difficult.

You are welcome among either the Sun Carja or Shadow Carja faction. They will always do their best to provide you shelter, sustenance, and reasonable aid, unless you have shown yourself to be a danger to them. Warriors of the faction may risk their lives for you. You are expected to return such kindnesses to other members of the faction. Failure to do so may result in a loss of reputation and continued failure to do so may result in you being exiled from the faction.

Nora

As a Nora, you gain the following benefits:

Ability Increase Suggestions. Nora braves are superb physical specimens training their whole lives to become exceptional hunters and warriors. You might choose to spend your +1 ability increase on either Might or Finesse.

Proven. You are an exceptional hunter, having trained all your life and completed the Proving, an intense trial that demonstrated your worth as a hunter and earned you the title "Brave". You add half your proficiency bonus to ability checks you make using Acrobatics, Athletics, and Stealth, even if you already add your proficiency bonus to one or more of those skills.

All-Mother's Embrace (if not an Outcast). You're welcome among the Nora. They will always do their best to provide you shelter, sustenance, and reasonable aid, unless you have shown yourself to be a danger to them. Braves may risk their lives for you. You are expected to return such kindnesses to other Nora. Failure to do so may result in a loss of reputation and continued failure to do so may result in you becoming an Outcast (at which time you lose this feature and gain the Shunned feature instead).

Shunned (Outcast only). You have been Outcast. Most outcasts are still entitled to live within the borders of Nora lands, but you may not enter a settlement and are shunned by other Nora until the length of your sentence is over (at which time you lose this feature and gain All-Mother's Embrace instead). Other Outcasts do their best to help you and will provide you shelter, sustenance, and reasonable aid if they can, unless you've shown yourself to be a danger to them. They will come to your aid in times of trouble, though unspoken etiquette demands the same of you. A few Nora merchants will trade with you in secret. At your option, you may also start the game with a discovery, as per the Hermit background's feature of the same name.

Oseram

Ability Increase Suggestions. The Oseram are known for the skill of their craftsfolk and the and their fierce mercenaries. You might choose to spend your +1 ability increase on either Acumen or Might.

Culture of Creation. You come for a society that prizes the advancement of science and technology. Choose one of the following features:

Artificer

You gain proficiency and expertise in Machines, doubling your proficiency bonus whenever you make an ability check using the skill in question. Additionally, if you score a critical hit on a machine before it dies or you land the killing blow, you may roll on the machine's salvage table one additional time.

Salvager

Whenever you deal impact or tear damage to a machine, roll 1d4 and add it to your damage total. Additionally, if you score a critical hit on a machine before it dies or you land the killing blow, you may roll on the machine's salvage table one additional time.

Clansperson of the Claim You're welcome among the Oseram. They will always do their best to provide you shelter, sustenance, and reasonable aid, unless you have shown yourself to be a danger to them. Oseram warriors may risk their lives for you. You are expected to return such kindnesses to other Oseram. Failure to do so may result in a loss of reputation and continued failure to do so may result in you being exiled from the Claim.

Tenakth

Ability Increase Suggestions. The Tenakth culture emphasises the right of the strong, so they approach nothing half-heartedly. You might choose to spend your +1 ability increase on either Might or Spirit.

Tenakth Raider. You fight with primal fury, and gain one instance of the Rage prowess.

Might Makes Right. The Tenakth believe a person must lay claim to their desires with their own strength, meaning you can't expect aid nor mercy even among your own people. However, other tenakth warriors will fight fiercely on your behalf as long as you fight beside them, and they will follow your causes if you prove your superiority over them (and any subsequent challengers to your authority).

Utaru

Ability Increase Suggestions. The Utaru value a peaceful, agrarian existence, but deranged machines and men alike have shown little regard for their values. You might choose to spend your +1 ability increase on either Acumen or Finesse.

Friendly. When you make an Acumen (Convince) or Spirit (Convince) check to persuade an NPC with a starting attitude of friendly or indifferent, add +3 to the result of your check.

Great Plains-Dweller. You're welcome among the Utaru. They will always do their best to provide you shelter, sustenance, and reasonable aid, unless you have shown yourself to be a danger to them. Utaru warriors may risk their lives for you. You are expected to return such kindnesses to other Utaru. Failure to do so may result in a loss of reputation and continued failure to do so may result in you being exiled from the Great Plains.

Hunter's Prowess

Beginning at 1st level, you choose a prowess from among the following features. You select an additional prowess at 3rd, 7th, 9th, 13th, 15th and 17th level. If you have attained one or more prestiges, you can also select certain prestige features in place of a hunter's prowess (each prestige describes which of its features can be purchased using a hunter's prowess slot).

Each time you gain a level in the Hunter class, you may choose one prowess you know and replace it with another prowess from this list for which you qualify.

Ambush Master (you must be 3rd level or higher to select this prowess). You have advantage on initiative checks. If you make one or more attacks on your first turn of combat you may move an additional 10 feet, and you can make one additional weapon attack as part of your Attack action which deals 1d8 extra impact damage on a hit.

Ammo Crafter. When you complete a craft to make ammunition, you make additional ammunition using the same amount of materials. You make +1 ammo of any type normally crafted in packs of 5, +2 ammo of any type normally crafted in packs of 10, and +5 ammo of any type normally crafted in packs of 25.

Badger's Strength. You add half your proficiency bonus to any Might-based ability check relating to your physical power. This bonus stacks with your existing proficiency or expertise bonus.

Boar's Endurance. You add half your proficiency bonus to any Might-based ability check relating to tolerating physical hardship. This bonus stacks with your existing proficiency or expertise bonus.

Bow Mastery. You gain a +2 bonus to attack rolls you make with bows.

Brutal Critical (you must be 9th level or higher to select this prowess). You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. You may select this prowess up to three times. When you select this prowess a second time your melee critical hits deal two additional weapon damage dice, and three on the third).

Bulwark. (you must be 15th level or higher to select this prowess, and you must already have the Indomitable prowess). You can extend the benefit of your Indomitable feature to an ally to bolster their resolve. When you decide to use Indomitable to reroll an Acumen or Spirit saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

Combat Superiority. You learn two maneuvers of your choice from among those available to the Battle Master archetype of the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC = 8 + your proficiency bonus + your Might or Finesse modifier (your choice). You gain 1 superiority die, which is a d8. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. You may select this prowess multiple times. Each time, you may select two more maneuvers if there are any remaining you don't know, and you gain 1 additional superiority die.

Cunning Strike. Once per turn, you can deal an extra 1d6 impact damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a bow, a thrown weapon, a one-handed melee weapon, or a spear. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. You may select this prowess multiple times. Each time, the bonus damage of your cunning strike increases by an additional 1d6.

Defender. While you're wearing an Outfit which grants an improved base AC, your AC increases by a further +1.

Dual Weapon Expert. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Eagle's Splendour. You add half your proficiency bonus to any Spirit-based ability check relating to social encounters and performance. This bonus stacks with your existing proficiency or expertise bonus.

/Escape the Horde (you must be 7th level or higher to select this prowess).// Opportunity attacks against you are made with disadvantage.

Evasion (you must be 7th level or higher to select this prowess). You can nimbly dodge out of the way of certain area effects, such as a thunderjaw's laser sweep or a blast bomb. When you are subjected to an effect that allows you to make a Finesse saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Exotic Weapon Proficiency. You become proficient in one or more exotic or unique weapons (which you must have been exposed to in the course of your adventures). You may choose a number of exotic or unique weapons equal to half your proficiency bonus, rounded down. As you gain hunter levels and your proficiency bonus increases, you may add additional weapons to those in which you're proficient.

Expertise. You choose one skill or tool proficiency with which you are already proficient, and gain expertise in the selected proficiency. Your proficiency bonus is doubled for any ability check you make using the proficiency with which you have expertise. You may select this prowess multiple times. Each time, you select a new expertise.

Extraordinary Acumen (you must be 17th level or higher to select this prowess). If your total for an Acumen check is less than four times your Acumen bonus, you can use that amount in place of the roll's total.

Extraordinary Finesse (you must be 17th level or higher to select this prowess). If your total for a Finesse check is less than four times your Finesse bonus, you can use that amount in place of the roll's total.

Extraordinary Might (you must be 17th level or higher to select this prowess). If your total for a Might check is less than four times your Might bonus, you can use that amount in place of the roll's total.

Extraordinary Spirit (you must be 17th level or higher to select this prowess). If your total for a Spirit check is less than four times your Spirit bonus, you can use that amount in place of the roll's total.

Fast Movement (Light). While in a light outfit or unarmoured, your movement speed increases by 10 feet.

Fast Movement (Medium). While in a light or medium outfit or unarmoured, your movement speed increases by 10 feet.

Fast Movement (Unarmoured). While unarmoured, your movement speed increases by 10 feet.

Feral Senses (you must be 7th level or higher to select this prowess). You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Fox's Cunning. You add half your proficiency bonus to any Acumen-based ability check relating to intellect and knowledge. This bonus stacks with your existing proficiency or expertise bonus.

Frenzy (you must be 3rd level or higher to select this prowess, and must already have the Rage prowess). When you rage you can choose to also frenzy. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Great Weapon Expert. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Heavy Lifter. You count as a Large creature when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, your speed when carrying a heavy weapon is reduced by 10 feet less than normal.

Hide in Plain Sight (you must be 13th level or higher to select this prowess). You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Finesse (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Hit and Run. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Horde Breaker (you must be 3rd level or higher to select this prowess). Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Improved Critical 19+ (you must be 7th level or higher to select this prowess). On a roll of 19 or 20, your weapon attacks hit automatically and score a critical hit.

Improved Critical 18+ (you must be 15th level or higher to select this prowess, and must already have the Improved Critical prowess). On a roll of 18, 19, or 20, your weapon attacks hit automatically and score a critical hit.

Indomitable (you must be 9th level or higher to select this prowess). You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You may select this prowess multiple times. Each time, you gain 1 additional use of Indomitable between long rests.

Inspiring Surge (you must be 9th level or higher to select this prowess). When you use your action surge, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. You can select this prowess up to three times. Each additional instance of this prowess lets you choose another ally within 60 feet of you to make a melee or ranged weapon attack with its reaction.

Intimidating Presence (you must be 9th level or higher to select this prowess). You can use your action to frighten someone with your menacing presence. When you do so, choose one non-machine creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Spirit saving throw (DC equal to 8 + your proficiency bonus + your Spirit modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Jack of all Trades. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Land's Stride (you must be 9th level or higher to select this prowess). Moving through difficult terrain caused by any mundane source such as terrain, plants, and rubble costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Master Tracker (you must be proficient in both Notice and Survival to select this prowess). You have advantage on Acumen (Survival) checks you make to track a creature, as well as Acumen (Notice) checks to notice hidden creatures or creatures attempting to hide from you while you are aware of their current position.

Medicine Pouch. As you travel, you take care to gather medicinal herbs. They taste bitter, but they're effective! On your turn, you can use a bonus action to regain hit points equal to 1d10 + your hunter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Melee Mastery. You gain a +2 bonus to attack rolls you make with melee weapons.

Mindless Rage (you must be 7th level or higher to select this prowess, and must already have the Rage prowess). You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Motivate. You can inspire others through stirring words or some other method of reaching their hearts and minds. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Motivation die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Motivation die, but must decide before the GM says whether the roll succeeds or fails. Once the Motivation die is rolled, it is lost. A creature can have only one Motivation die at a time. You can use this feature a number of times equal to your Spirit modifier (a minimum of once) per long rest.

Motivational Master (you must be 5th level or higher to select this prowess, and must already have the Motivate prowess). You now grant a d8 Motivation die. The die improves again to a d10 at 10th level, then a d12 at 15th level.

Multiattack Defense (you must be 7th level or higher to select this prowess). When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Owl's Wisdom. You add half your proficiency bonus to any Acumen-based ability check relating to insight and understanding. This bonus stacks with your existing proficiency or expertise bonus.

Persistent Rage (you must be 15th level or higher to select this prowess, and must already have the Rage prowess). Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Precision. When you make a tear attack against a machine's component, reduce the target's AC by -2. You cannot use this feature to reduce the target component's AC to below the machine's normal AC.

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a weapon or shield with which to deflect the attack.

Rapid Strike. (you must be 15th level or higher to select this prowess). If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Reckless Abandon (you must be 7th level or higher to select this prowess, and must already have the Rage and Reckless Attack prowesses). When you use Reckless Attack while also raging, you gain temporary hit points equal to your Might modifier (minimum of 1). They vanish if any of them are left when your rage ends.

Reckless Attack. You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.

Retaliation (you must be 15th level or higher to select this prowess). When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Quick off the Mark. Whenever you are called on to make an Initiative roll, you can roll a Acumen (Notice) ability check or Finesse (Notice) ability check, whichever is better for you, in place of the usual Finesse check. Additionally, on your first turn during a combat you have advantage on any attack rolls you make against a target that has not yet acted.

Rage. In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing a heavy outfit:

  • You have advantage on Might checks and Might saving throws.
  • When you make a melee weapon attack using Might, you gain a bonus to the damage roll that increases as you gain levels as a hunter, as shown in the Rage Damage column of the Rage Damage table.
  • You have resistance to melee and ranged impact damage.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged, you must finish a long rest before you can rage again.

You may select this prowess more than once. Every time you do, you can rage one additional time between long rests. You can rage a maximum number of times timers per long rest, the number of which is determined by your hunter level, as shown in the Maximum Rages column of the table below. You can't select this prowess if doing so would give you more rages than the maximum allowed for your current level.

Level Maximum Rages Rage Damage Level Maximum Rages Rage Damage
1 1 +2 11 3 +3
2 1 +2 12 3 +3
3 2 +2 13 4 +3
4 2 +2 14 4 +3
5 2 +2 15 4 +3
6 2 +2 16 4 +4
7 3 +2 17 5 +4
8 3 +2 18 5 +4
9 3 +3 19 5 +4
10 3 +3 20 6 +4

Rage Beyond Death (you must be 15h level or higher to select this prowess, and must already have the Rage, Relentless, and Relentless Rage prowesses). While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

Rallying Cry (you must be 3rd level or higher to select this prowess, and must already have the Second Wind prowess). You can inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your hunter level, provided that the creature can see or hear you.

Rat's Grace. You add half your proficiency bonus to any Finesse-based ability check relating to your balance and agility. This bonus stacks with your existing proficiency or expertise bonus.

Relentless. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Relentless Rage (you must be 13th level or higher to select this prowess, and must already have both the Rage and Relentless prowesses). When you are reduced to 0 hit points while you're raging but aren't killed outright, you can make a DC 10 Might saving throw. If you fail, you drop to 1 hit point instead but cannot use this feature until you next complete a long rest. If you succeed, you drop to 1 hit point instead and can continue to use this feature. Each time
you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Resilient. You immediately gain additional hit points equal to your current hunter level. Furthermore, you double your proficiency bonus on all stamina checks you make from now on.

Second Surge (you must be 17th level or higher to select this prowess). You can use your action surge twice before a rest, but only once on the same turn.

Second Wind. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your hunter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Self-Sufficient. Any time you harvest a plant or animal, you harvest 1 additional root or meat.

Skirmisher. You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Slingshot Mastery. The saving throw DC of any ammunition you fire from a sling increases by +2.

Silent Strike. On a hit, a melee attack you make against a surprised target is a critical hit.

Song and Story. During a short rest, you can revitalise the flagging spirits of wounded, weary allies by singing camp songs or telling tales of heroes past. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain hunter levels: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Steel Will (you must be 7th level or higher to select this prowess). You have advantage on saving throws against the frightened condition.

Strike the Fallen. When you attack a prone target with a melee weapon, you deal an additional 1d8 impact damage.

Survivor (you must be 17th level or higher to select this prowess). At the start of each of your turns, you regain hit points equal to 5 + your Might modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Swift Concealment. You can use the Hide action as a bonus action instead.

Swift Escape. You can use the Disengage action as a bonus action instead.

Swift Feet. You can use the Dash action as a bonus action instead.

Swift Hands. You can interact with an object as a bonus action.

Swift Helper. You can use the Help action as a bonus action instead.

Tenacious (you must already possess the Resilient prowess to select this prowess). You immediately gain additional hit points equal to your current hunter level. Furthermore, you triple your proficiency bonus on all stamina checks you make from now on.

Training. You choose one skill or tool with which you aren't currently proficient. You gain proficiency in the skill, and may add your proficiency bonus to any ability check you make using the skill or tool. You may select this prowess multiple times. Each time, you select a new skill or tool in which to become proficient.

Uncanny Dodge (you must be 7th level or higher to select this prowess). When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. You may use this feature twice between short and long rests. You may select this prowess a second time to enable you to use Uncanny Dodge without limitation.

Unstoppable Fury (you must be 7th level or higher to select this prowess, and must already have the Rage prowess). If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Volley (you must be 13th level or higher to select this prowess). You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack (you must be 13th level or higher to select this prowess). You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Stand Against the Tide. (you must be 15th level or higher to select this prowess). When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Machine Hunter

Additionally at 1st level, you know how to craft weapon ammunition and traps from salvaged machine parts. Furthermore you learn Machine Knowledge, the culmination of your experience studying, tracking, hunting, and killing the most common machines. As your level increases, your Machine Knowledge grows to encompass rarer and more powerful machines. Optionally, your GM may ignore the level restrictions in the Machine Knowledge table and instead require you to experience tracking and fighting a machine during the events of the game before you can acquire its Machine Knowledge.

Level Machine Knowledge
1 grazer, redeye watcher, scrapper, strider, watcher
4 charger, lancehorn, longleg, sawtooth, trampler
6 corruptor, fire bellowback, freeze bellowback, glinthawk, ravager, shell-walker, snapmaw, stalker
8 behemoth, rockbreaker, stormbird, thunderjaw
10 frostclaw, scorcher
16 fireclaw

You have advantage on Acumen (Survival) checks to track all machines for which you have Machine Knowledge, as well as on Acumen (Machines) checks to recall information about them.

Survivalist

From 1st level, provided you spend at least an hour a day hunting and foraging you are guaranteed to find fresh water and enough food to keep yourself well fed for that day. If hunting and foraging are plentiful in the region, you also find enough food and water to provide sustenance for 1d4 other people. This class feature assumes sustenance is there to be found: if you are in a truly hostile environment, it may be impossible to find an adequate amount of food and water to provide for even yourself.

Furthermore, you know how to craft potions from foraged plants.

Action Surge

Beginning at 2nd level, you can take one additional action on your turn. Once you use this feature, you must finish a short or long rest before you can use it again.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by +1. As normal, you can’t increase an ability score above +5 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class.

Tribal Technique

From 6th level, you gain a tribal technique, which is a special hunter's prowess that is normally associated with your tribe of origin. You gain additional tribal techniques at 10th, 14th, and 18th level. At your option, you can choose a hunter's prowess instead of a tribal technique. A hunter's prowess you purchase using a tribal technique feature slot cannot be exchanged for a prestige feature: if you retrain it, it can only be exchanged for a tribal technique or other prowess for which you qualify.

With approval from the group, you can choose to gain access to tribal techniques other than those of your birth tribe. This is a good way to represent exceptional circumstances where a hunter has been raised was born within one culture but then trained in a different tradition. Examples might include when a child or youth of one tribe is exiled or otherwise forced by circumstances to abandon their original home and live for years among another culture, or when a young hunter somehow ends up training under a master from another land. You might also gain access to a different tribe's techniques due to circumstances occurring over the course of your adventures.

Banuk Techniques

Banuk Hunter. Banuk hunters specialise in bringing machines down, while salvaging machine parts is left to the shamans. If you score a critical hit on a machine before it dies or you land the killing blow, then you roll one less time on the machine's salvage table. However, whenever you deal damage to a machine you roll 1d4 and add it to the damage total.

Banuk Weapons Training. You're proficient with the forgefire, icerail, and stormslinger.

Enduring. You have advantage on saving throws against the exhaustion condition.

Nomad (you must be proficient in Athletics to select this technique). You are used to being on the move, and you know how to pack efficiently. Your movement speed increases by 5 ft. Additionally, you multiply your Acumen score by 5 and add the result to your carrying capacity.

Werak Runner (you must be proficient in Athletics to select this technique). You have advantage on Might (Athletics) ability checks you make to climb, jump, run, or march.

We Survive, We Prevail (you must be 10th level or higher to select this technique, and must already have the Relentless prowess). When you are reduced to 0 hit points but not killed outright, you can make a DC 10 Might saving throw. If you fail, you drop to 1 hit point instead but cannot use this feature until you next complete a long rest. If you succeed, you drop to 1 hit point instead and can continue to use this feature. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Carja Techniques

Audacity. You are hot-blooded, leaping into any fray. Add your Spirit bonus to any initiative roll you make. Whenever you are called on to make an Initiative roll, you can roll a Acumen (Notice) ability check or Finesse (Notice) ability check, whichever is better for you, in place of the usual Finesse check. Additionally, when you roll initiative you gain temporary hit points equal to half your hunter level. These temporary hit points last until the beginning of your second turn or until they are lost through damage.

Intrigue Expert. You are proficient with the disguise kit, forgery kit, and poisoner's kit. You can craft poisons.

Panache (you must be 9th level or higher to select this prowess). As an action, you can make a Spirit (Convince) check contested by a creature’s Acumen (Notice) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Sunlit Paths (you must be a Sun Carja to select this technique). You walk under the light of your sun god. You can reroll any attack roll, physical ability check, or physical saving throw you make while under the light of the sun. If you do so, you must use the new roll. You may use this feature a number of times between long rests equal to half your proficiency bonus.

Shadowed Trails (you must be a Shadow Carja to select this technique). You turned from the light of the sun to serve the Buried Shadow. You can reroll any attack roll, physical ability check, or physical saving throw you make while in dim light or darkness. If you do so, you must use the new roll. You may use this feature a number of times between long rests equal to half your proficiency bonus.

Whirling Steel. As an Action while you are wielding a melee weapon, all adjacent hostile creatures must make a Finesse saving throw (DC = 8 + your proficiency bonus + your Might or Finesse modifier (your choice)). On a failed save, a creature takes melee impact damage equal to 1d4 + half your Might or Finesse modifier (your choice), rounded down.

Nora Techniques

All-Mother's Solace. Your faith in the All-Mother brings you peace. You are proficient in your choice of Acumen or Spirit saving throws.

Brave (you must be 6th level or higher to select this technique). You have advantage on saving throws against the frightened condition.

Braver (you must be 10th level or higher to select this technique, and must already have the Brave prowess). When you're frightened you can choose to move closer to the source of your fear, though when you do so it costs you 10 ft. of movement for each 5 ft. you move.

Additionally, when you succeed on a saving throw against the frightened condition or an ability check for which failure could have resulted in serious injury or death (such as an athletics check to climb a sheer cliff or leap a high gap), you gain a point of bravery. You can spend bravery before or after rolling an attack roll, ability check, or saving throw to roll 1d4 and add it to the result. When you spend bravery, you cannot earn bravery from the affected roll. You may have only one point of bravery at a time, and unspent bravery is lost after each short or long rest.

Brave Trail Runner. Difficult terrain no longer costs you extra movement. Additionally, you travel the brave trails with ease: you cannot suffer disadvantage when making an ability check to balance, climb, or jump.

Outcast (you must be or have been an Outcast from Nora society to select this technique). While you aren't subject to the unconscious condition you gain temporary hit points at the beginning of your turn equal to the distance between you and your nearest ally, as shown on the table below.

Ally Distance (ft.) Temporary HP
0-29 None
30-39 3
40-49 4
50-59 5
60-69 6
70-79 7
80-89 8
90-99 9
100+ 10

Seeker. You have advantage on Spirit-based social ability checks you make against other Nora. In addition, you will not be stayed in your sacred purpose. You can halve the amount of damage you take from a single source. Once you have used this feature, you can't do so again until you complete a long rest.

Oseram Techniques

Mercenary. When you're in paid service to an employer and roll initiative at the start of an encounter which you are obliged to take part in under the terms of your contract, you gain temporary hit points equal to your hunter level.

Phalanx (you must possess the Mercenary technique to select this technique). While you are adjacent to one or more allies your AC increases by +1, as does the AC of each adjacent ally.

Steel Curtain (you must be 3rd level or higher and possess the Mercenary technique to select this technique). When you spend your Action Surge, you may force one creature you make a melee attack against to make a Finesse saving throw (DC = 8 + your proficiency bonus + your Might or Finesse modifier (your choice)). On a failed save, the target's speed becomes 0, and it can't benefit from any bonus to its speed, until the end of its next turn.

Tinkerer. When you craft ammunition or traps, you need 1 less of any machine salvage item other than metal vessels normally required by the recipe.

Tough as Iron. You have a high capacity for physical effort even in the face of pain. You reduce any impact damage you take by 2.

Unbending Steel. As long as your exhaustion level is 5 or below you treat your current exhaustion as one level lower than it actually is. Additionally, when you reach 6 levels of exhaustion you don't die immediately: instead you ignore the consequences of your exhaustion until the end of your next turn, at which time you die.

Tenakth Techniques

Blood and Glory. The achievements and stories of your fallen peers live on in your blood. Select any other prowess for which you qualify: you gain the benefits of that prowess. At the end of a long rest, you can swap out the currently selected prowess with another for which you qualify.

Bloodthirsty. You deal an additional 1d6 damage on any weapon attack you make against a creature which has less than half its total hit points remaining.

Fleet Feet. You can take a bonus action to Dash or Disengage.

Manhunter (you must be proficient in both Notice and Survival and must already have the Master Tracker prowess to select this technique). After dealing damage to a non-machine creature you can mark it for the next hour. While a creature is marked by you, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack. Whenever you make an Acumen (Survival) check to track the marked creature and roll less than 8 before adding your modifiers, treat the roll as though it were an 8. Once you have marked a creature, you can't do so again until you complete a short or long rest.

Reaver (you must be proficient in Athletics to select this technique). You have advantage on Might (Athletics) checks you make to grapple, disarm, overrun, or shove aside a creature.

Wild Strikes (you must be 3rd level or higher to select this technique). When you spend your Action Surge, the target of any melee weapon attack you make during the action takes half damage if you miss.

Utaru Techniques

Agrarian Roots (you must possess the Self-Sufficient prowess to select this technique). Any time you harvest a plant, you harvest 2 additional roots.

Botanist. You have advantage on Acumen (Survival) checks you make to find a specific type of plant, and you need 1 less root than a potion recipe normally requires.

One with the Land. Increase your AC by +1 whenever you're on solid ground.

Path of Peace. You can take a bonus action to Disengage or Hide.

Return to the Soil (you must be 6th level or higher to select this technique). You have faith that in death you will live on in new growth. You have advantage on saving throws against the frightened condition.

Steadfast. You have advantage on Might saving throws against effects that cause the prone condition or force your movement.

Hunter's Excellence

At 20th level, you have +3 worth of bonuses to divide amongst your four ability scores, choosing between +1 to three abilities, or +2 to one ability and +1 to a second. You can increase an ability score bonus above +5 with this feature. Your new modifier in any ability with a +6 or +7 bonus becomes your new maximum for that ability.

In addition, you may select a final hunter's prowess.

Horizon Zero Dawn is the sole intellectual property of Guerilla Games. This is purely a fan work. Rules presented work with D&D 5e. Text and game mechanics presented in this wiki are not Open Game Content and should not be reproduced or repackaged in any way.